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Question by designico · Jul 15, 2013 at 03:16 PM · rigidbodyquaternionconfigurablejointangularplanetary

Angular restrictions in a planetary setting.

Hi there,

at first I've to say I'm still a noob in scripting and in unity.

My game project has a full rigidbody character controller that is riding on one solo wheel collider combined with some configurable joints. I locked the angular X+ZMotion at the main configurable joint to avoid that the thing falls down. So far everything works. Today I tried to integrate the Faux gravity script of podperson to archive a plantary gameplay ( http://forum.unity3d.com/threads/8873-Faux-Gravity-making-my-brain-spin-Help!)...

Now the problem is that I can't use the angular constraints of the configurable joint anymore because they're not compatible with the planetary gravity.

So my question is, how can I affect the configurable joint so that I have the same X and Z angular restrictions as before? My idea was to create a quaterion value out of the planet's center and the players position to send it to the target rotation of the CJ --- but I have no idea how to do it.

If some have a solution or a hint I would be very happy.

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